hey after i added 2 libertys (multi (mod) and story (campaign)), but now my botton dont work i cant select them from the botton menus if i want to change the train marines icon into one of my custom bottons, then it is not shown in the list, plus all my custom abilityes, upgrades, requirement, weapon and what else i could find now says "name (Unnamed)".
and the reason why i added the 2 libertys was becouse the bank trigger where all fucked up, but now they work but all the other stuff dont, i just love blizzard you have done it again, (mission completed at fucking up the editor so much that you can see where this shit train begins or ends)
so for that, hope some of you have a solution to this problem.
this is so fucking retarded, i created a new map and make the trigger and they works, but in my orginial map they dosent, then only change is, that in the orginial map i have liberty (mod) and liberty (campaign) as dependencies and in the new map i have melee liberty, so dose that mean that i cant use save/load banks when i created my map in campaign liberty??????
Creation
Actions
Bank - Preload and synchronize bank "BunkerDefense" for player 1
Bank - Open bank "BunkerDefense" for player 1
Variable - Set Player Banks[1] = (Last opened bank)
Bank - Preload and synchronize bank "BunkerDefense" for player 2
Bank - Open bank "BunkerDefense" for player 2
Variable - Set Player Banks[2] = (Last opened bank)
Bank - Preload and synchronize bank "BunkerDefense" for player 3
Bank - Open bank "BunkerDefense" for player 3
Variable - Set Player Banks[3] = (Last opened bank)
Bank - Preload and synchronize bank "BunkerDefense" for player 4
Bank - Open bank "BunkerDefense" for player 4
Variable - Set Player Banks[4] = (Last opened bank)
Save
Actions
Bank - Store integer Stored Points[(Triggering player)] as MySection of section Banks: Keys.StorePoints in bank Player Banks[(Triggering player)]
Bank - Save bank Player Banks[(Triggering player)]
UI - Display "Bank Saved" for (All players) to Subtitle area
Load
Actions
General - While (Conditions) are true, do (Actions)
Conditions
Points[(Triggering player)] < (Load Banks: Keys.StorePoints of section MySection from bank Player Banks[(Triggering player)] as integer value)
Actions
Variable - Modify Points[(Triggering player)]: + 1
UI - Display "Bank Loaded" for (All players) to Subtitle area
can you take a screen of your requirement, else we can also chat over skype might be easyer then we can go through what i have made for my upgrades, and see where the difference is
hmm i think i had the same problem, you are useing requirement for you upgrades?
If yes, here is what you need to do, go into your upgrrades tab, and select the upgrades you want, then change Tech Tree - Tech Alias so some simuler to your upgrade, then go to Requirements tab and select your requirement for your upgrade, in the "requirement +" you need to change the upgrade to the allias you just made
that trigger fail itself, when you pick the players (1,2,3,4,5,6,7,8,9,10,12 and so on) and have the attack picked player again, then you are going to attack youself.....
but i think this will do the job
Actions
Player Group - Pick each player in (Enemies of player 11) and do (Actions)
Actions
Unit Group - Pick each unit in ((Unit type of Hunter) units in (Entire map) owned by player (Picked player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Order (Picked unit) to ( Attack targeting (Random Living unit from (Any units in (Entire map) owned by player 11 matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)
create one region for each corner you want your mobs to move from
and do the following trigger for each region
Path Region 1
Events
Unit - Any Unit Enters Path Region 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
Actions
Unit - Order (Triggering unit) to ( Move targeting (Center of Path Region 2)) (Replace Existing Orders)
Zergling Burrows
Events
Unit - Any Unit Becomes idle
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Zergling
Actions
Unit - Order (Triggering unit) to (Zergling - Burrow) (Replace Existing Orders)
im not sure the next one work but it should be doable if you change it a little
Player Enter Enemy Unit
Events
Unit - Any Unit Enters a distance of 1.0 from (Unit 1 from Zergling)
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
Unit - Order (Unit 1 from zergling) to (Zergling - Unburrow) (Replace Existing Orders)
Unit - Order (Unit 1 from zergling) to ( Attack targeting (Triggering unit)) (After Existing Orders)
0
yeah i got it working, was just about to explode :P
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hey after i added 2 libertys (multi (mod) and story (campaign)), but now my botton dont work i cant select them from the botton menus if i want to change the train marines icon into one of my custom bottons, then it is not shown in the list, plus all my custom abilityes, upgrades, requirement, weapon and what else i could find now says "name (Unnamed)".
and the reason why i added the 2 libertys was becouse the bank trigger where all fucked up, but now they work but all the other stuff dont, i just love blizzard you have done it again, (mission completed at fucking up the editor so much that you can see where this shit train begins or ends)
so for that, hope some of you have a solution to this problem.
0
its working, how fucking nice thank you sooooooo much been trying to solve this problem for like 6 hours now ^^
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this is so fucking retarded, i created a new map and make the trigger and they works, but in my orginial map they dosent, then only change is, that in the orginial map i have liberty (mod) and liberty (campaign) as dependencies and in the new map i have melee liberty, so dose that mean that i cant use save/load banks when i created my map in campaign liberty??????
0
so if i have the following trigger it should work right, cos it wont load my data
Variable(integer)
Stored points = 75 value
Points = 0 value
Variable(records):
Banks: Keys <Banks: Keys (Records)>
Banks: Keys (Records)
Variables
StorePoints = "StorePoints" <String>
Points = "Points" <String>
Creation
Actions
Bank - Preload and synchronize bank "BunkerDefense" for player 1
Bank - Open bank "BunkerDefense" for player 1
Variable - Set Player Banks[1] = (Last opened bank)
Bank - Preload and synchronize bank "BunkerDefense" for player 2
Bank - Open bank "BunkerDefense" for player 2
Variable - Set Player Banks[2] = (Last opened bank)
Bank - Preload and synchronize bank "BunkerDefense" for player 3
Bank - Open bank "BunkerDefense" for player 3
Variable - Set Player Banks[3] = (Last opened bank)
Bank - Preload and synchronize bank "BunkerDefense" for player 4
Bank - Open bank "BunkerDefense" for player 4
Variable - Set Player Banks[4] = (Last opened bank)
Save
Actions
Bank - Store integer Stored Points[(Triggering player)] as MySection of section Banks: Keys.StorePoints in bank Player Banks[(Triggering player)]
Bank - Save bank Player Banks[(Triggering player)]
UI - Display "Bank Saved" for (All players) to Subtitle area
Load
Actions
General - While (Conditions) are true, do (Actions)
Conditions
Points[(Triggering player)] < (Load Banks: Keys.StorePoints of section MySection from bank Player Banks[(Triggering player)] as integer value)
Actions
Variable - Modify Points[(Triggering player)]: + 1
UI - Display "Bank Loaded" for (All players) to Subtitle area
0
hey i want to make a bank that can store one integer for each player (4) and when the game loads, i want the banks to be loaded as well
0
the reason why im asking is because i had the same problem, but try remove your requirements from your upgrades and see if they show as normal then.
0
hmm, the upgrades and bottom where they made from scrath?
0
can you take a screen of your requirement, else we can also chat over skype might be easyer then we can go through what i have made for my upgrades, and see where the difference is
0
hmm i think i had the same problem, you are useing requirement for you upgrades?
If yes, here is what you need to do, go into your upgrrades tab, and select the upgrades you want, then change Tech Tree - Tech Alias so some simuler to your upgrade, then go to Requirements tab and select your requirement for your upgrade, in the "requirement +" you need to change the upgrade to the allias you just made
0
that trigger fail itself, when you pick the players (1,2,3,4,5,6,7,8,9,10,12 and so on) and have the attack picked player again, then you are going to attack youself.....
but i think this will do the job
Actions
Player Group - Pick each player in (Enemies of player 11) and do (Actions)
Actions
Unit Group - Pick each unit in ((Unit type of Hunter) units in (Entire map) owned by player (Picked player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Order (Picked unit) to ( Attack targeting (Random Living unit from (Any units in (Entire map) owned by player 11 matching Excluded: Missile, Dead, Hidden, with at most Any Amount))) (Replace Existing Orders)
0
try look up the requirement for carriars they have simuler requirement. duo to the carriar only can build 8 units
Use
Less Than
Count unit (your unit) queued or better
Constant 1
Show
then it will show as you need something before you can train the next one, just change the tooltip to something else and you should be good to go
0
yeah like Airolden said, use region
create one region for each corner you want your mobs to move from
and do the following trigger for each region
Path Region 1
Events
Unit - Any Unit Enters Path Region 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
Actions
Unit - Order (Triggering unit) to ( Move targeting (Center of Path Region 2)) (Replace Existing Orders)
0
yeah i have, and it is when the editor was in its beta phase so the load bank dosent work like that anymore :/
0
try this
Zergling Burrows
Events
Unit - Any Unit Becomes idle
Local Variables
Conditions
(Owner of (Triggering unit)) == 10
(Unit type of (Triggering unit)) == Zergling
Actions
Unit - Order (Triggering unit) to (Zergling - Burrow) (Replace Existing Orders)
im not sure the next one work but it should be doable if you change it a little
Player Enter Enemy Unit
Events
Unit - Any Unit Enters a distance of 1.0 from (Unit 1 from Zergling)
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
Actions
Unit - Order (Unit 1 from zergling) to (Zergling - Unburrow) (Replace Existing Orders)
Unit - Order (Unit 1 from zergling) to ( Attack targeting (Triggering unit)) (After Existing Orders)